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Doom Corner "for all Doom related discussion"
#1411 Posted 20 April 2016 - 09:06 AM
Singleplayer Campaign stream will go live on the 27th
https://bethesda.net.../2016/04/20/107
I'm really glad the Snapmap stream is first, I plan to ignore everything Doom related starting the 27th; It's only just over two weeks of waiting and I want to go in as fresh as possible.
#1415 Posted 20 April 2016 - 06:10 PM
#1417 Posted 20 April 2016 - 11:54 PM
#1419 Posted 21 April 2016 - 12:05 PM
Mr. Tibbs, on 20 April 2016 - 10:05 PM, said:
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I want the record to show I accidentally upvoted that when I went to quote it.
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This post has been edited by PsychoGoatee: 21 April 2016 - 12:06 PM
#1420 Posted 21 April 2016 - 01:21 PM
(except for its final night when the aimbotters have gotten foothold on most matches. snapping laser sights everywhere. vac's needed for the final for sure.)
This post has been edited by leilei: 21 April 2016 - 01:24 PM
#1421 Posted 21 April 2016 - 01:37 PM
PsychoGoatee, on 21 April 2016 - 12:05 PM, said:
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Where have I made fun of people liking it? I don't need to moderate my opinions towards any video game anymore than you do, PsychoGoatee. The stakes aren't that high. My thoughts on Doom shouldn't effect your opinion/play experience one iota. There are plenty of other boards that only allow positive discussion. Being able to have a laugh and joke about why Doom looks lame is something that makes boards like Duke4 special.
#1422 Posted 21 April 2016 - 02:34 PM
Mr. Tibbs, on 21 April 2016 - 01:37 PM, said:
This doesn't have much to do with what I posted? I never said you shouldn't post, not sure where moderating comes in, unless you just don't like me being critical of your posts?
You post a comic where people who think the game looks good are considered foolish, using shit as the illustration
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This post has been edited by PsychoGoatee: 21 April 2016 - 02:37 PM
#1423 Posted 21 April 2016 - 02:46 PM
#1424 Posted 21 April 2016 - 02:53 PM
Mr. Tibbs, on 21 April 2016 - 02:46 PM, said:
It's not clearly shit though, from my perspective.
#1425 Posted 21 April 2016 - 03:14 PM
PsychoGoatee, on 21 April 2016 - 02:53 PM, said:
Yeah, but you're still missing the point. For the little cartoon guy, Doom is shit. The Bethesda dude is shitting on a plate (cute). It's a joke for people who think it's not going to be a good game. Sorry that it's not all-inclusive, but I never posited the cartoon as the single-definitive perspective on Doom (2016).
#1427 Posted 21 April 2016 - 03:39 PM
#1428 Posted 21 April 2016 - 03:54 PM
PsychoGoatee, on 21 April 2016 - 03:39 PM, said:
On one hand those are valid points. On the other hand... it's a joke comic.
Personally I haven't played the beta, but reading the facts I can see some odd choices and tell it wouldn't be my cup of tea. It's safe to assume that a fair proportion of people don't like the beta either. It's probably nowhere near as bad as the steam reviews suggest, but still a sizable proportion.
The singleplayer appears to be the main focus of the game for a change considering that it's done by ID with other components like the multiplayer being outsourced. And we have too little information on the singleplayer campaign to make any speculation. Although it's interesting that considering that the singleplayer is meant to be a main focus of the game, why they're focusing so much energy on advertising the multiplayer almost exclusively.
#1429 Posted 21 April 2016 - 03:59 PM
#1430 Posted 21 April 2016 - 04:01 PM
And Tibbs, I'm not upset. I think we're just not seeing eye to eye on this interaction, hopefully we do better next time.
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This post has been edited by PsychoGoatee: 21 April 2016 - 04:02 PM
#1432 Posted 22 April 2016 - 05:24 PM
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Manually Lock Framerate (un-locked by default)
Lights Quality
Chromatic Aberration Toggle
Shading Quality
Post Process Quality
Particles Quality
Game F/X Quality
Decal Quality
Directional Occlusion
Reflections Quality
Depth of Field Toggle
Decal / Texture Filtering
Motion Blur Quality / Toggle
Sharpening Amount
Lens Flare Toggle
Lens Dirt Toggle
Texture Atlas Size
Show Performance Metrics
Resolution Scaling
UI Opacity
Film Grain
Rendering Mode
FOV Slider
Simple Reticle
Show First-person Hands Toggle
Use Compute Shaders
Vsync (support or triple buffering)
This post has been edited by Malgon: 22 April 2016 - 05:25 PM
#1433 Posted 22 April 2016 - 05:29 PM
There's no texture detail setting to flatten the maps or turning off the shadows. Cue the entitled "competitive pro gamer" whining and repeat Quake4's cycle once more
This post has been edited by leilei: 22 April 2016 - 05:31 PM
#1434 Posted 22 April 2016 - 06:29 PM
#1435 Posted 22 April 2016 - 09:54 PM
leilei, on 22 April 2016 - 05:29 PM, said:
There's no texture detail setting to flatten the maps or turning off the shadows. Cue the entitled "competitive pro gamer" whining and repeat Quake4's cycle once more
As much as I like the Quake games, the Quake competitive scene is an absolute cringe-worthy joke. I've gone on rant after rant about it.
I used to rant about how if I made a game that was bare, textureless, full of bugs and exploits, had generic icons for weapons, had players that were merely neon-green cuboids, the FOV defaulted to "fisheye-mcfuckface", and all sounds were just obnoxiously loud but distinct beeps, and the game called you a fag every time you die, and every time you killed someone else, you'll get auto chat flood of "LAAAAGGGGGGGG SHIT SERVER"/other overall bitching and whining, they'd suck that shit right up.
I miss playing Quake 2 on MSN Gaming Zone, where there'd be servers that locked the CVars to reasonable values. People got better not by exploiting the engine, but by learning better strategies and sharpening their senses. The players were a lot more friendly, especially friendlier than the later Quake 3 and Quake Live crowds.
This post has been edited by StrikerMan780: 22 April 2016 - 10:03 PM
#1436 Posted 22 April 2016 - 10:51 PM
#1438 Posted 23 April 2016 - 07:49 AM
Micky C, on 23 April 2016 - 02:33 AM, said:
Some engines lock their game world updates to a specific framerate regardless of how fast the rendering updates are happening. This gets rid of those sort of exploits, but has a negative effect for people with lower rendering framerates than the locked game world updates... creating a kind of slow down result on screen that feels very very laggy. Worse than what the actual rendering framerate is. Most games that do that are built to run at a minimum framerate (usually 60, but 30 is fine too... just more likely to trigger the sluggish behavior).
Some games with fixed game world steps/ticks/updates handle the rendering framerate being slower than the game world framerate by just doing one game world update per frame (sluggish on screen results because you only get 0.5 seconds of gameplay updates for every 1-2 seconds of visual update). Or they try to cram an extra game world update in during the slow rendering update (2 game world updates per 1 rendering update) which can start to cause a feedback loop driving framerate down even more, or it causes the player to never see certain actions that happen on the non-rendered update (such as a rocket muzzle flash... causing the rocket to seem to appear out of nowhere). Some engines do a combination depending on the system in question, but then you can start to get things like your particle effects being out of sync with your audio cues as an example.
Other engines don't lock the game world updates to specific "step sizes" and it creates a non-intuitive effect at first but is the source of some high framerate exploits. When talking about things like cannonball behavior (jumping)... those sort of games build the feel of the jump around a limitation in how the math is being processed for what is considered a "normal" jump.
Say you want the player to jump up with a velocity of 100 units per second and want them to land about 1 second after starting. Depending on your framerate, the jump can get very different results. As an extreme example... say you are only running at 3 frames per second... the first frame you start at 100 units per second. By the second frame you detect that they should be 2/3rds of the way through their move... thus they should already be back in the "downward" part of the jump. To the player this results in a very stunted feeling jump where they moved up really fast and then are snapping back to the ground really fast. The opposite can happen too if you process the math a certain way... in high framerate jumps you get snapped back to the ground and low framerate results in floaty jumps.
Games that don't have a fixed game step wind up building their game around the results of the "target" framerate.... but that's still depending on a limited number of steps. Add more steps and your detection of when the energy of the jump has expired and gravity starts to take over changes... as well as how much acceleration gravity is applying per update. So the gravity/jump values will have been tuned to pull the player back to the ground at a certain "feel" when you only have 10-30 updates... but that can cause floaty higher jumps in excessively high framerates if they are doing psuedo physics aimed at a gameplay feel and nothing to do with "real" physics. Things like maintaining an upward impulse for X time after the player has hit the jump key to make you feel more super human.
There are ways around that, but they typically resort to a variation of the fixed step behavior described above... just isolated to a specific behavior.
This post has been edited by Wieder: 23 April 2016 - 12:40 PM
#1439 Posted 23 April 2016 - 10:00 AM
Quote
Ah cool, I suspected as much - I've noticed this tends to happen with console ports (for obvious reasons) most notably for me was in Dark corners of the Earth where certain things seemed to be tied to framerate (like movement speed) and other things weren't (like the timer on the last level before it blew up and killed you) I remember having to bump my resolution right to rock bottom so the game would run at a normal speed instead of the slow syrup one so I could actually move fast enough to beat the game.